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Someonelse
2015-03-24, 01:57 PM
I created this a few years ago to use for an NPC. Now someone wants to play a Steamonic PC so I need to establish a level adjustment. So I was just wondering what you all think would be a good level adjustment?

My home game is D&D 3.5 set in Ptolus with a definite steam punk flavor. Hence, the Steamonic Man.

And PEACH the the Gehenna out of it of course, even though this is already in use I could still revise it if necessary.


The Steamonic Man

“These machines have intelligence, are you sure you canwant to trust them?”

A Steamonic Man is a steam powered bionic man, some believe them to be demonic. These steam extraordinary constructs are more than mere machine. Of course most are built as mindless automatons using the souls of mindless vermin to power their engines, a few are given the gift of life.
When the Soul Binding spell is cast upon a willing individual at the time of their death, their soul can be trapped within a specially prepared Firestone (Ptolus P.46). This use of the spell incurs an XP cost of 2,000 per HD of the subject. When inhabited by a soul a Firestone will burn indefinitely. Furthermore, if the firestone is used to power a steam engine, the soul will be in control of whatever machine it is being used to power, although their only awareness comes from the machine’s own sensory input, if any.
Inside the Steamonic’s body there is a steam engine, using this soul powered Firestone as its heat source. This heat is insulated and used to boil water; the heat is then dispersed around his body such that a Steamonic’s average body temperature is only about 110 degrees.
Note that a firestone can be removed and placed into another engine, when removed from an engine the soul in the stone is effectively asleep. The firestone is placed in the Steamonic Man’s mouth, it is taken down the throat by a mechanism powered by a hand crank. Only the Steamonic Man himself can will the firestone to move back up into the mouth and allow it to be removed.
A Steamonic must drink water regularly to maintain normality, their thirst drives them to drink more than a gallon a day. Any less than a gallon and he becomes fatigued. If he has less than half a gallon in a day he is exhausted. His main water tank holds up to a gallon of water at one time, they sometimes have spare tanks that can hold additional water. A Steamonic can install a Decanter of Endless water as a body modification, this would occupy their torso magic item slot.
Personality: The individual who made the choice to be transformed into a Steamonic maintains his own personality, although his ethical alignment shifts one step towards lawful if it was not already.
Physical Description: A Steamonic usually appears much as they did in mortal life, although sometimes they choose to have a different sort of body crafted. The point is they can have their body made to look any way they want. Their body is molded from a composite of materials—obsidian, iron, stone, darkwood, silver, adamantine and mithral—though they move with a surprising grace and flexibility. Flexible plates connected by fibrous bundles that make up the body of a Steamonic man, topped by a mostly featureless head.
They have a face that is well crafted out of small steel plates and all of these tiny plates are connected to a mechanical system that moves them around and allows him to have expressions and interact with people on a personal level. Part of the design allows the soul within the firestone to project their own face on their new Steamonic body.
Unique among constructs, Steamonics have learned to modify their bodies through magic and training. Many are adorned with heavier metal plates than those their creator originally endowed them with. This customized armor, built in weaponry, and other enhancements to their physical form help differentiate one Steamonic from another. Any item that would be worn or carried to be used can be installed, the item must be at least masterwork and the overall cost is 150% of what it would otherwise cost if it were not installed.

The Steamonic Man racial traits
• Racial Hit Dice
o A Steamonic Man may take construct hit dice in place of class levels if they chose to, but they are not required to.
o A construct has the following features.
o 10-sided Hit Dice.
o Base attack bonus equal to ¾ total Hit Dice (as cleric).
o No good saving throws.
o Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.
• Construct Subtype
• Low-light vision
• Darkvision 60ft
• Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
• Cannot heal damage on their own, but they can be repaired by other means. In addition to the Repair Damage spells from the Spell Compendium, they can also be repaired of major damage through use of the Craft Construct feat and minor damage can be repaired by making a Craft (Engineering) check, a DC15 can repair 1d4+Int points of damage, for every 10 points beyond 15 the craft check repairs an additional 1d4 points of damage; this check can only be made once per injury and it takes ten minutes to affect the repairs.
• Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
• Not at risk of death from massive damage. Not subject to critical hits or sneak attack (or similar effects)
• They can only be raised or resurrected as per Soul Bind spell.
• Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table on page 307 of the Monster Manual.
• Proficient with no armor.
• A Steamonic does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions. They can imbibe things in their mouths and store them to later dispose of, magical things will affect them just as it would for a person who ate or drank it.
• Although constructs do not need sleep, a Steamonic spell caster must meditate for 4 hours before preparing spells.
• Usually Medium: A Steamonic body can be crafted of any size (see table below), but most are medium.
• Metallic: The unusual physical construction of Steamonic men makes them vulnerable to certain spells and effects that normally don’t affect living creatures. Although there are a variety of materials in their bodies, the most important components, as well as the armor, are made of metal. A Steamonic is affected by repel metal and chill metal as if he were wearing full plate armor. Likewise, a Steamonic is affected by repel metal as if he were wearing full plate armor. The iron in the body of a Steamonic Man makes him vulnerable to rusting grasp.
• The Steamonic Man takes 1d6 points of damage per caster level from any kind of rust spell (Fortitude save for half damage). A Steamonic takes the same damage from a rust monster’s touch (CL=HD). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a Steamonic as long as the soul still resides within (when the firestone is removed the body becomes an object, when the firestone is present it is a creature).
• Breath Weapon: Once a day a Steamonic Man must relieve himself of his excess steam. If used tactically this can be very effective. He can blow a 15ft cone of steam that deals 6d6 points of heat damage, reflex (1/2 HD + 10) for half. The reflex save is constitution based. The lubricants in his body get mixed up in the steam, in the following round the steam condenses and effects the 10ft area hit by the breath weapon as a Grease spell, CL1. After using their breath weapon the Steamonic is fatigued until they drink at least a gallon of water. Steamonics who have internal modifications to supply them with water are only fatigued for 1d4+1 minutes after using their breath weapon. If a Steamonic has not yet used their breath weapon when they are reduced to 0 HP the Steamonic needs a fortitude save, DC=DMG or the steam will be released automatically.
• A Steamonic responds slightly differently from other constructs when reduced to 0 hit points. A Steamonic with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, a Steamonic Man is inert. He is unconscious and helpless, and he cannot perform any actions (and may fall prone at the DM’s discretion). However, an inert Steamonic does not lose additional hit points unless more damage is dealt, as with a living creature that is stable. When a Steamonic is dropped to 0 or fewer Hit Points he looses his steam, his breath weapon is released, no matter who is in front of him. A Steamonic Man that is dropped below –10 Hit Points is effectively destroyed, the body has taken more damage than can be repaired. The firestone itself can be placed into another steamonic body, but the body is completely mechanical in this regard and the damaged body would need to be reconstructed at full cost.
• Composite Plating: The plating used to build a Steamonic Man provides a +2 armor bonus; this plating is not natural armor and doesn’t stack with the other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a Steamonic character cannot wear armor or magic robes. The Steamonic’s Composite Plating can be enhanced or enchanted just as armor or robes can be; for example, they could have a suit of full plate mail installed to replace their basic plating. This costs 50% more than normal armor and it must be masterwork. The character must be present for the entire time it takes to perform the work. Composite plating would impose a 5% arcane spell failure chance, similar to the penalty for wearing light armor; fortunately a Steamonic spellcaster is better able to deal with these restrictions and their spell failure is lessened by 5%; for example, if they had full plate installed, their spell failure would be 30% rather than 35%.
• Upgrades: He can add upgrades to his own body by increasing the price by 50% and making a DC20 Craft Engineering check he can install any weapon or tool (the time required for installation is determined by the craft skill). Magic items cannot be installed; they must install it first, and then it can be enchanted. If they attempt to install a magic item the process disjoins the magic in the item, rendering it masterwork. Enchanting an installed item lowers the market value by 30%.
• All upgrades are retractable and can be hidden within the body, or, at the Steamonic’s own choice, they may be permanently visible. In either case, the same rules apply regarding item placement, so a Steamonic cannot have two upgrades in the same body slot. However, if he has a retractable upgrade he can use another item in that slot while it is retracted. For example, a Steamonic Man could have a retractable weapon in their arm, anything one handed or smaller that they are proficient with. While this is retracted he would have normal use of his hand and could use a weapon normally or could make unarmed strikes. The act of activating and retracting weapons and tools is a move action; the Quickdraw feat makes it a free action. Two-handed weapons and other large items cannot be installed.
• A Steamonic gets Improved Unarmed Strike as a bonus feat at first level; this deals 1d4 point of bludgeoning damage.
• Favored Class: Artificer or Construct.
• Each body slot can have one item installed and one enchantment, as if a magic item were worn there. If a magic item actually is worn in a body slot that has an installed magic enchantment the original enhancement will be suppressed while the worn magic item performs its function.
• Weight: Refer to PHB p.109. Start with the Steamonic Man’s original race, what were they in life? A human? An elf? Whatever they were, use the maximum height modifier plus one and the maximum weight modifier plus one, figure out the weight as written and then double it.
• Body: The Steamonic Man begins with a body chosen from below.
o They may spend up to 20,000 gold on their body to begin the game. This is enough for a simple medium body or a more advanced small or tiny body (steamonic engines cannot be constructed any smaller, although a reduce person spell would still work on a tiny steamonic man).
o They may chose a smaller, cheaper body and convert the remaining gold to XP at a rate of 1 for 1, this is banked XP and cannot be used for leveling, but it can be used for crafting, upgrades, and spell casting (non spell casting characters can use their banked XP on magic items enchanted by another spell caster as long as they remain present for the entire process).
o A starting Steamonic character can also take an XP penalty for more gold at a rate of 1 for 1.
o A starting Steamonic character has minimum starting gold of 4d4x10, regardless of starting class, unless they have a base class with better starting gold. This gold may be spent on upgrades or on material possessions.
o A starting Steamonic character may take the hit dice associated with their body but if they chose to do so they incur a level adjustment equal to the hit dice. Those hit dice are intended for use when crafting unintelligent steamonic bodies.



Body
Tiny Steamonic Body
Hit Dice: 1/2d10 + 10
Speed: 15 ft.
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
1ft tall
Abilities: Str -4, Dex +2, Con X,
Int +2, Wis +2, Cha -2
Cost: 5,000

Small Steamonic Body
Hit Dice: 1d10 + 20
Speed: 20 ft.
Face/Reach: 5 ft. by 5 ft./5 ft.
3ft tall
Abilities: Str -, Dex -, Con X,
Int +2, Wis +2, Cha -2
Cost: 10,000

Medium Steamonic Body
Hit Dice: 2d10 + 30
Speed: 30 ft.
Face/Reach: 5 ft. by 5 ft./5 ft.
6ft tall
Abilities: Str +4, Dex -2, Con -,
Int +2, Wis +2, Cha -2
Cost: 20,000

Large Steamonic Body
Hit Dice: 4d10 + 40
Speed: 40 ft.
Face/Reach: 5 ft. by 5 ft./10 ft.
12ft tall
Abilities: Str +8, Dex -4, Con -,
Int +2, Wis +2, Cha -2
Cost: 40,000

Huge Steamonic Body
Hit Dice: 8d10 + 50
Speed: 50 ft.
Face/Reach: 10 ft. by 10 ft./15 ft.
24ft tall
Abilities: Str +16, Dex -6, Con -,
Int +2, Wis +2, Cha -2
Cost: 80,000

Gargantuan Steamonic Body
Hit Dice: 16d10 + 60
Speed: 60 ft.
Face/Reach: 20 ft. by 20 ft./20 ft.
50ft tall
Abilities: Str +24, Dex -6, Con -, Int +2, Wis +2, Cha -2
Cost: 160,000

Colossal Steamonic Body
Hit Dice: 32d10 + 80
Speed: 70 ft.
Face/Reach: 40 ft. by 40 ft./25 ft.
100ft tall
Abilities: Str +32, Dex -6, Con -, Int +2, Wis +2, Cha -2
Cost: 320,000

Titanic Steamonic Body
Hit Dice: 64d10 + 100
Speed: 80 ft.
Face/Reach: 40 ft. by 40 ft./25 ft.
150ft tall
Abilities: Str +40, Dex -8, Con -, Int +2, Wis +2, Cha -2
Cost: 320,000


(I'm sorry I can't figure out how to get this table to display correctly)
Upgrade Gold Cost XP Cost
360° Vision 3,000 150
Aquatic Modification
(swim speed half of land speed (round down) and can attack underwater without penalty) 2,500 125
Combat Programming
(Fighter Bonus Feat, must meet prerequisites) 20,000 1,000
Darkvision +60ft 12,000 600
Emergency Beacon
(light, sound, &/or radio) 1,500 75
Enhanced Ability Score Bonus squared x2,000 1/20th gold cost
Improved Sensors
(or other misc skill bonus) Bonus squared x100
(max +30) 1/20th gold cost
Integral Laser Sight
(competence bonus to ranged attack) Bonus squared x1,000 (max +5) 1/20th gold cost
Integral magazine Total magazines squared x10 (max 10 total) 1/20th gold cost
Integral weapon or other item (must be masterwork) Item cost +50% 1/20th gold cost
Internal Notes
(can remember information as if written in ink on a blank page, can delete pages) 25 gold per page 1/20th gold cost
Language Module
(learn to speak, read and write one language, max HD+3) 200 10
Blow Torch
(cut through anything except glass and crystal or other material that conducts light) 2,500 125
Additional Arms 10,000 per pair 1/20th gold cost
Multiple Legs, Wheels (double speed) or Tracks 10,000 500
Natural Armor Bonus Bonus squared x2,000 1/20th gold cost
Reinforced Construction DR X/Adamantine Bonus x20,000 1/20th gold cost
Self destruct 10 2
Sensory Recorder
(record one hour per Int mod) 10,000 500
Sessile -2,500 125
Misc Storage Compartment 500 25
Swarm x20 x2
Telescopic Vision 1,500 75
Decanter of Endless Water (basic) 1,000 50
Decanter of Endless Water (as basic +Stream – can shoot water out of his mouth or other orafice) 4,000 200
Decanter of Endless Water (as stream +Fountain) 7,000 350
Decanter of Endless Water (as fountain +Geyser) 10,000 500
Decanter of Endless Water (as geyser +Breath Weapon every 1d4 rounds) 15,000 750

AkazilliaDeNaro
2015-03-29, 02:00 PM
I made a table for your upgrades and commented on them.



Upgrade
Special Details
Gold Cost
Exp cost


360° Vision

3,000 gp
150


Aquatic Modification
swim speed 1/2 land speed (round down) and can attack underwater without penalty
2,500 gp
125


Combat Programming
Fighter Bonus Feat, must meet prerequisites
20,000 gp
1,000


Darkvision +60ft

12,000 gp
600


Emergency Beacon
light, sound, &/or radio
1,500 gp
75


Enhanced Ability Score

2,000 gp*(+X^2)
1/20th gold cost


Improved Sensors
(or other misc skill bonus)(max +30)
100 gp*(+X^2)
1/20th gold cost


Integral Laser Sight
(competence bonus to ranged attack)(max +5)
1,000 gp*(+X^2)
1/20th gold cost


Integral magazine
Total magazines squared x10 (max 10 total)
10 gp*(X^2)
1/20th gold cost


Integral weapon or item
(must be masterwork)
Item cost +50%
1/20th gold cost


Internal Notes
(can remember information as if written in ink on a blank page, can delete pages)
# of pages * 25 gp
1/20th gold cost


Language Module
(learn to speak, read and write one language, max HD+3)
200 gp
10


Blow Torch
(cut through anything except glass and crystal or other material that conducts light)
2,500 gp
125


Additional Arms

10,000 gp per pair
1/20th gold cost


Multiple Legs
or Wheels (double speed) or Tracks
10,000 gp
500


Natural Armor Bonus

2,000 gp*(+X^2)
1/20th gold cost


Reinforced Construction
DR X/Adamantine Bonus
20,000 gp*(+X^2)
1/20th gold cost


Self destruct

10 gp
2


Sensory Recorder
(record one hour per Int mod)
10,000 gp
500


Sessile

-2,500 gp
125


Misc Storage Compartment

500 gp
25


Swarm

x20 gp
x2


Telescopic Vision

1,500 gp
75


Decanter of Endless Water I
(basic)
1,000 gp
50


Decanter of Endless Water II
(as basic +Stream – can shoot water out of his mouth or other orafice)
4,000 gp
200


Decanter of Endless Water III
(as stream +Fountain)
7,000 gp
350


Decanter of Endless Water IV
(as fountain +Geyser)
10,000 gp
500


Decanter of Endless Water V
(as geyser +Breath Weapon every 1d4 rounds)
15,000 gp
750





360° Vision
Needs mechanics
Aquatic Modification
Good.
Combat Programming
this is either really good or really OP.
Darkvision +60ft
good.
Emergency Beacon
Needs mechanics
Enhanced Ability Score
Needs a maximum
Improved Sensors
Needs mechanics
Integral Laser Sight
Good.
Integral magazine
Needs mechanics
Integral weapon or item
Needs mechanics
Internal Notes
Needs mechanics.
Language Module
good.
Blow Torch
Needs mechanics
Additional Arms
Needs mechanics
Multiple Legs
Needs mechanics
Natural Armor Bonus
all good here.
Reinforced Construction
Too in expensive.
Self destruct
Needs mechanics and is probably way too cheap
Sensory Recorder
Needs mechanics
Sessile
What is this? Needs mechanics anyway
Misc Storage Compartment
Needs mechanics
Swarm
Needs mechanics
Telescopic Vision
Needs mechanics
Decanter of Endless Water I-V
Needs mechanics.



I also did a table for the bodies




Size
Hit Dice:(listed)
Hit Dice:(proper1)
Speed:
Space/Reach: (listed)
Space/Reach: (Proper2)
Height
STR
DEX
CON
INT
WIS
CHA
Cost:


Tiny
1/2d10 + 10
1/2d10 +0
15 ft.
2 1/2 ft./0 ft.
2 1/2 ft./0 ft.
1ft tall
-4
+2
-
+2
+2
-2
5,000 gp


Small
1d10 + 20
1d10+10
20 ft.
5 ft./5 ft.
5 ft./5 ft.
3ft tall
+0
+0
-
+2
+2
-2
10,000 gp


Medium
2d10 + 30
2d10+20
30 ft.
5 ft./5 ft.
5 ft./5 ft.
6ft tall
+4
-2
-
+2
+2
-2
20,000 gp


Large
4d10 + 40
4d10+30
40 ft.
5 ft./10 ft.
10 ft./10 ft.
12ft tall
+8
-4
-
+2
+2
-2
40,000 gp


Huge
8d10 + 50
8d10+40
50 ft.
10 ft./15 ft.
15 ft./15 ft.
24ft tall
+16
-6
-
+2
+2
-2
80,000 gp


Gargantuan
16d10 + 60
16d10+60
60 ft.
20 ft./20 ft.
20 ft./20 ft.
50ft tall
+24
-6
-
+2
+2
-2
160,000 gp


Colossal
32d10 + 80
32d8+80
70 ft.
30 ft./25 ft.
30 ft./30 ft.
100ft tall
+32
-6
-
+2
+2
-2
320,000 gp


Titanic (Colossal+)
64d10 + 100
64d10+100
80 ft.
40 ft./25 ft.
40 ft./40 ft.
150ft tall
+40
-8
-
+2
+2
-2
320,000 gp


1: A construct gains bonus hp based on its size as per this (http://www.d20srd.org/srd/typesSubtypes.htm#constructType) table.
2: A creatures space and reach are dependent on its size shown here (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat).

Someonelse
2015-03-30, 08:50 PM
Wow!
Thanks!

I'm not done reading through it all yet, but I do want to note that a lot of those enhancements are intended for unintelligent steamonic robots.

Edit: I'm not sure actually. Now that I think about it I realize that I hadn't decided on that for sure or not, I had been considering it. I have stepped away from this and haven't looked at it for a little while. Maybe some things are available only to unintelligent steamonic robots?

Someonelse
2015-03-30, 09:42 PM
I gave the Steamonic bodies 10 more hit points than the average construct, mostly because they were intended as potential player characters, but also because their backstory involves them being designed for war. They're sort of derivative of the war forged, but I'm not trying to publish anything here.

The differences with space and reach are just mistakes, thanks for catching those.


I'm not sure what kind of mechanics you had in mind for some of these. With the exception of the decanter of endless water all of these enhancements are (Ex) abilities and are achieved through mechanical means. Combat programming is ancient computer programming, with a complex system of tiny gears and things, much like that ancient greek computer they found at the bottom of the ocean, but fantastically advanced. So, although the steamonic body is powered by a once living mind, the body can have additional programming, such as certain fighter bonus feats, or certain skill bonuses. All of these prices are based on the prices for equivalent magic items given in the DMG. The cost and time it takes to craft this stuff is the same as the PHB says under the craft skill.


360° Vision
This would be identical to the Beholder's all around vision.

Combat Programming
this is just this is just a bonus feat

Emergency Beacon
This would function as an alarm spell without the silent function. It has a light and a noise.

Enhanced Ability Score
This is an enhancement bonus, which maxes out at +6.

Improved Sensors
Just a skill bonus

Integral magazine
I suppose this should have a maximum, maybe 10 clips for medium, 15 for large, 5 for small and so on?

Integral weapon or item
The weapon must be masterwork and the total cost is 150% it's usual cost

Internal Notes
This is just the same as a player using their starting gold to buy paper, ink and a pen so their character can take notes, draw maps, etc. The only difference is that this is internal. They have a sort of etcha-sketch in their head, they can write on it and erase things at will.

Blow Torch
This is just a major tool, it could be used to cut through an adamantine door, the kind you find in high level dungeon crawls. Looking at that again I realize that I missed it before, I had adapted some of this from a d20 sci-fi game and that was original a laser torch, but I'm changing it to a chemical blow torch, an overly simplified steam punk version of what you would use in the real world for cutting and welding.

Additional Arms
Just another set of arms, allows you to hold more stuff, make more attacks with the right feats

Multiple Legs
improved stability with multiple legs, and improved carrying capacity. With wheels your land speed doubles but they don't do so well in rougher terrain.

Reinforced Construction
Too in expensive: judging by the prices given for adamantine in the DMG I would say this is a little too expensive, if anything I think I should drop it down to 10,000 gold. The price of adamantine is 5,000 gold per point of DR x/-

Self destruct
Needs mechanics and is probably way too cheap: well, it's cheap because it's a suicide pill, those aren't exactly a big seller. Part of the allure of the Steamonic body is that when the body is destroyed the soul inside is protected, it can be extracted from the wreckage and placed in a new body. With a self destruct they can't do that. But maybe it would be reasonable to make it 100 gold. I didn't work out how it works, I would say it is based on the soul itself overloading the engine, so it would probably do 1d6 damage per HD of the exploding steamonic, reflex DC 10 + 1/2 HD, maybe something like a 5ft radius per HD.

Sensory Recorder
basically an internal audio and visual recorder, it's recorded on a tiny wax record in their head and they can then project the image out their eyes like a film projector and play the audio out of their mouths.

Sessile
A sessile creature is a creature that does not move but isn't a plant, like coral for example. In this case you might have a sessile steamonic robot that does heavy lifting. I don't expect a PC to get much use out of a colossal steamonic body, but they would make one to help to big work and stuff, in a factory setting where the work comes to the robot it could be installed.

Misc Storage Compartment
I didn't write anything out, but I was thinking one potential compartment per limb and one torso, so five max.

Swarm
Yeah I didn't get around to writing this one out. The idea is based on the Swarm Shifter from Libris Mortis. Basically, the steamonic can break down into multiple little robots, one of which is tiny sized and that holds the firestone, but the other little robots can split up and do stuff, or they can gang up and make swarm attacks. the x20 is a flat modifier for the base price of the steamonic body.

Telescopic Vision
This is just like having a spyglass installed in their head. It's the same spyglass as in the PHB

Decanter of Endless Water I-V
This is just the magic item as described in the DMG, but installed in his chest so that it can provide a continuous water source to his engine. When you have a continuous water source you are only fatigued for minutes rather than hours after using the steam breath weapon.